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#SONIC FRONTIERS GAME FULL#
It'd be cool to have a full AAA budget for individual, contextual parries for each enemy like an Arkham game, but we're definitely not there yet lol The real reason for the parry animating like this imo is just the fact that he has to animate against so many different enemy and attack types. In an alternate timeline the game would have been as spinball-reliant as most of Sonic's special moves in Smash Bros, when he can go a lot further than that. It's just that, given that we're getting a focus on any of these moves at all past the idea of a simple jump-on-top attack as we have in the past, even in the more combat-esque games like Heroes, I'm happy to get a focus on a more stylized move like a backhand-counter at all lol. I can get behind the backhand attack not being far enough to be the gold standard of what Sonic should be in terms of character action here. Honestly consider it the pioneer/gold standard for Sonic as an action hero angle. SA’s take on the spin dash always felt completely at odds with that to me.Ĭlick to shrink.True, and CD's ending is one of my favorite animations in video games because of how much it blends the two together. I guess I can see why people would dig it in a “break the game” kind of way, but Sonic to me has always been about flowing through a stage as quickly and as smooth-cool as possible. In SA just the fact that you couldn’t go into ball form without stopping always bugged me a lot. Like going down a hill or coming out of a loop. The most satisfying aspect of using the ball form in classic Sonic games was getting a lot of momentum and then rolling into a ball as you kept moving to increase and capitalize on it. It has the boost formula at it’s core but that’s about it.Īlso, what’s also with all the praise people push on SA1-2s spindash these days? That thing’s always been a big bag of exploitable jank to me, and while I love SA1-2, I’ve never liked the way they implemented spin dash. Nearly nothing by now is pointing to Sonic moving “exactly” like Unleashed except your own assumptions. I highly doubt we’ll get a true momentum setting, but that alone proves the game is giving much more flexibility to Sonic’s movement in a 3D space than in the last 15 years or so. We also know there are a multitude of ways you can customize his movement as well. I have to accept that *enough* folks like the Unleashed gameplay or at least feel its good enough so Sega probably won't move on from it in this game or future games.īut we have many impressions and now video saying/showing that Sonic controls differently than how he did in Unleashed and Forces. I just would prefer for Sonic to not have the boost mechanic at all and control and play like he did in Sonic Adventure (weaker spin dash in lieu of boost, being able turn on a dime, being able to keep momentum along with having a higher maximum speed while running *or grinding*, less automatic movement). Its the same gameplay 14 years later and for the 5th time. Sure there's some new stuff sprinkled in (open areas, Cyloop, simple puzzles, combat heavy bosses) and that stuff is okay but Sonic still moves exactly like he did in Unleashed and is reliant on automatic elements (boosts, bumpers, grind rails) to push him forward. My concern is that Sonic controls and moves the same way he did in the last 4 main games. I do think smaller things to do providing quieter moments is welcome but I don't necessarily agree that it would feel like "Classic Sonic" for me personally. I don't think any of them would have a problem with even more surrealism, which'd probably fix a lot of complaints towards being Unreal Engine demo assets, (Maybe?) but for the most part the level of hyper-detail was a selling point leading up to this. I don't think it's particularly the best looking world from an aesthetic standpoint but it is interesting to hear how much disappointment there is with the world considering how fed up Sonic fans have been with the amount of low detail saturated colors, basic shapes, and green hills for the past few games a lot of them have been clamoring for more hyper-detailed environments to begin with push Sonic back in the direction he was going with the Adventures and Unleashed. It's hyper detailed, but it's still fantasy.
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There's clearly a lot of stylized ruins and structures peppered throughout the island, the xenoblade-like rock arch over the river, and it has a massive waterfall in the middle of an ocean in a way that can hardly be described as realistic. Click to shrink.I mean I don't think we can call this world hyper realistic either.
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